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37 lines
1.8 KiB
Markdown
37 lines
1.8 KiB
Markdown
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# Custom Levels
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Disclaimer: custom levels are still in development and are missing most features.
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The first three steps are already done for "test zone", so this can be used as a starting point.
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# 1: File Setup
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To create a custom level, copy the layout of `custom_levels/test-zone`. See `test-zone.jsonc` for information on how to name things. The `.gd` file also contains the level name.
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# 2: Modify the engine
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Modify `goal_src/engine/level/level-info.gc` to add level info for each custom level. There is level info for `test-zone` at the bottom that can be used as an example.
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# 3: Modify the build system
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Modify `goal_src/game.gp` and add a custom level target:
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```lisp
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(build-custom-level "test-zone")
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;; the DGO file
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(custom-level-cgo "TESTZONE.DGO" "test-zone/testzone.gd")
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```
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# 4: Export the GLTF file from blender.
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For now, all meshes are displayed and treated as ground collision. This causes buggy collision because walls shouldn't use "floor" mode.
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Blender will create a `.glb` file, which must have the name specified in the `.jsonc` file and should be located in `custom_level/your_level`
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# 5: Rebuild the game
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Any time the `.glb` file is changed, you must rebuild the game. Launch the compiler (`goalc`) and run `(mi)` to rebuild everything. It's recommended to leave the compiler open - it will remember files that haven't changed and skip rebuilding them.
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# 6: Go to the custom level
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Start the game in debug mode `gk`.
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In the compiler window, run `(lt)` to connect to the game. You must run this again every time you restart the game. If this doesn't work, there could be a firewall issue and you must allow goalc/gk to use the network. They don't make any outside connections.
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In the compiler window, run a command like `(bg-custom 'test-zone-vis)` to load and start at a custom level.
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